I don't think that's going to work. QCZM has it's 'own' respawning system instead of using the game's one. That's why it is nearly impossible to enable killcams unless you reverse-engineeer the game's killcam system or if you where the one who wrote QCZM (yes, you KillingDyl!).

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I don't think that's going to work. QCZM has it's 'own' respawning system instead of using the game's one. That's why it is nearly impossible to enable killcams unless you reverse-engineeer the game's killcam system or if you where the one who wrote QCZM (yes, you KillingDyl!).

KillingDyl didn't really reverse engineer the game's killcam system. He just disabled the current one and added a custom one using what i had upthere. So basically an if game ended or something like that then enable. It's simple if you think about it.

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killcam(
attackerNum, // entity number of the attacker
killcamentityindex, // entity number of the entity to view (grenade, airstrike, etc)
killcamentitystarttime, // time at which the killcamentity came into being
sWeapon, // killing weapon
predelay, // time between player death and beginning of killcam
offsetTime, // something to do with how far back in time the killer was seeing the world when he made the kill; latency related, sorta
timeUntilRespawn, // will the player be allowed to respawn after the killcam?
maxtime, // time remaining until map ends; the killcam will never last longer than this. undefined = no limit
attacker, // entity object of attacker
victim // entity object of the victim
)

problem with killcam is: when the game ends under special circumstances, where do you get all the parameters for the killcam from , since they get all passed to playerkilled(/internal) methods. So you would have to call a "check if game ends" function with every kill (add it to playerkilled), additionally to your "normal custom" game-end logic.
Would that even work ???